mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
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89 lines
2.8 KiB
JavaScript
Executable File
89 lines
2.8 KiB
JavaScript
Executable File
/**
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* @author alteredq / http://alteredqualia.com/
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* @author davidedc / http://www.sketchpatch.net/
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*
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* NVIDIA FXAA by Timothy Lottes
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* http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
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* - WebGL port by @supereggbert
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* http://www.glge.org/demos/fxaa/
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*/
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THREE.FXAAShader = {
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uniforms: {
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"tDiffuse": { type: "t", value: null },
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"resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
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},
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vertexShader: [
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"void main() {",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"uniform vec2 resolution;",
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"#define FXAA_REDUCE_MIN (1.0/128.0)",
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"#define FXAA_REDUCE_MUL (1.0/8.0)",
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"#define FXAA_SPAN_MAX 8.0",
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"void main() {",
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"vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
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"vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
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"vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
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"vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
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"vec4 rgbaM = texture2D( tDiffuse, gl_FragCoord.xy * resolution );",
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"vec3 rgbM = rgbaM.xyz;",
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"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
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"float lumaNW = dot( rgbNW, luma );",
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"float lumaNE = dot( rgbNE, luma );",
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"float lumaSW = dot( rgbSW, luma );",
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"float lumaSE = dot( rgbSE, luma );",
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"float lumaM = dot( rgbM, luma );",
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"float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
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"float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
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"vec2 dir;",
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"dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
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"dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
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"float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
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"float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
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"dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),",
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"max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
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"dir * rcpDirMin)) * resolution;",
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"vec4 rgbA = (1.0/2.0) * (",
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"texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (1.0/3.0 - 0.5)) +",
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"texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (2.0/3.0 - 0.5)));",
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"vec4 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (",
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"texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (0.0/3.0 - 0.5)) +",
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"texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (3.0/3.0 - 0.5)));",
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"float lumaB = dot(rgbB, vec4(luma, 0.0));",
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"if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
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"gl_FragColor = rgbA;",
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"} else {",
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"gl_FragColor = rgbB;",
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"}",
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"}"
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].join("\n")
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};
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